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Chroniclers of Aanaatoth/Adara are masters of lore, knowledge, information gatherers, who usually dedicate their lives to learning all that they can about the multiverse and sharing knowledge, experiences and lore with those who need it. The paths which a Chronicler can take any many and varied, some choose to embrace the weave and learn all that they can about the fabric of magic and reality while others are guided by the martial arts, mixing their innate talents for magic with long hours of practice with a myriad of weapons.

Role: Information gathering, stealth, magic support, and entertaining.

Requirements: Intelligence 14 or higher and Charisma 12 or higher

Hit Die: D6

Alignment: any

Class skills: Apprise, Bluff, Diplomacy, Disguise self, Craft, Profession, Knowledge (all), Linguistics, Intimidate, Perform (all), Sense motive, Stealth, Sleight of hand, Use magic device, Spellcraft

Skill ranks per level: 6 + intelligence modifier

Starting wealth: 2d6 x 10 (average 70) plus one standard outfit worth up to 10 gp and a disguise kit (make up etc) worth 10 gp. 1 instrument worth up to 10gp.

Level progression chart

Level BAB Fort Ref Will Special Spell Points per Day Spells known per day Max spell level
1 0 0 0 2 Knowledge of Aanaatoth, Weave blast (1d4), Weave focus, Master of tails, Cantrips, Major chronicler domain 2 2 1
2 1 0 0 3 4 3 1
3 2 1 1 3 Minor chronicler domain 7 4 2
4 3 1 1 4 11 5 2
5 3 1 1 4 Weave blast improvement 16 6 3
6 4 2 2 5 24 7 3
7 5 2 2 5 Weave blast improvement 33 8 4
8 6 2 2 6 44 9 4
9 6 3 3 6 56 10 5
10 7 3 3 7 72 11 5
11 8 3 3 7 88 12 6
12 9 4 4 8 104 12 6
13 9 4 4 8 Major chronicler domain feature 120 12 6
14 10 4 4 9 120 12 6
15 11 5 5 9 120 12 6
16 12 5 5 10 120 12 6
17 12 5 5 10 120 2 6
18 13 6 6 11 120 12 6
19 14 6 6 11 120 12 6
20 15 6 6 12 Major domain capstone ability 120 12 6

Bonus spell points per day

You gain bonus spell points per day based on your total intelligence and the highest spell level which you can cast.

Score

Bonus spell points by maximum spell level

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 1 1 1 1 1 1 1 1 1
14-15 1 4 4 4 4 4 4 4 4
16-17 1 4 9 9 9 9 9 9 9
18-19 1 4 9 16 16 16 16 16 16
20-21 2 5 10 17 26 26 26 26 26
22-23 2 8 13 20 29 40 40 40 40
24-25 2 8 18 25 34 45 58 58 58
26-27 2 8 18 32 41 52 65 80 80
28-29 3 9 19 33 51 62 75 90 107
30-31 3 12 22 36 54 76 89 104 121
32-33 3 12 24 38 56 78 104 119 136
34-35 3 12 27 48 66 88 114 144 161
36-37 4 13 28 49 76 98 124 154 188

Spell points cost per spell level

Spell level Spell point cost
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17

Abilities

Cantrips

At 1st level a chronicler of Aanaatoth learns the arcane mark, detect magic, ghost sound, Prestidigitation, read magic, mage hand, mending and message cantrips. You can memorise a number of cantrips per day equal to your intelligence modifier + 1 (minimum 1), at levels 5, 10, 15, and 20 you can memorise an extra cantrip. Cantrips do not count against your total number of spells known per day.

Spell casting

Chroniclers of Aanaatoth carry spell books / similar items and learn spells in the same manor as a wizard does. At 1st level you start with 4 + your intelligence modifier spells in your spell book and gain 2 free spells each time you gain a new level in Chronicler of Aanaatoth, these spells can be no higher than the maximum spell level you are capable of casting and must come from the Chroniclers of Aanaatoths spell list or your major/minor domain extended spell lists.

Copying a spell into your spell book takes 1 hour per spell level and costs 50 gold pieces per spell level in inks and special materials.

  • Spell save DC: 10 + spell level + intelligence modifier

After a long rest a chronicler of Aanaatoth can memorise a number of spells from their spell book equal to your total known spells per day (see level progression chart), these spells can be of any level up to the highest spell level you are capable of casting.

Knowledge of Aanaatoth

All knowledge skills become class skills for chroniclers of Aanaatoth. You also receive two bonus skill point(s) every time you take a level in chronicler of Aanaatoth, these bonus skill points must be spent in a knowledge skill. At level 5 you may take 10 on knowledge checks in which you have spent skill points, at level 15 you can take 20 on knowledge checks in which you have spent skill points (todo: balance take 10/20 levels).

Weave blast

You unleash a ray of energy (damage type is based upon your current weave focus) which deals 1d4 damage on a successful ranged touch attack (max 30-ft range).

  • 3rd level - Range increases to close.
  • 5th level - Weave blast damage becomes 1d6
  • 7th level - Weave blast damage becomes 1d6 + 1/2 your intelligence modifier.

Weave focus

While pre-paring your spells for the day you also attune your connection to the weave to two of the elemental planes (Fire, Acid [Earth], Lightning [Air], Cold [Water]), after attuning your energy you focus on one element and become attuned to that element. As a standard action you may switch between your current element focus.

As a standard action a chronicler of Aanaatoth can attune the arcane forces within their bodies to one of the elemental planes (Fire, Acid [Earth], Lightning [Air], Cold [Water])

Master of tales

Chroniclers of Aanaatoth believe in sharing their knowledge, wisdom and experiences often threw the medium of plays, performances or song, as such you may choose 3 performance types to specialise in (dance, singing, a type of instrument, performance) at 1st level. Each chosen performance skill becomes a class skill and you receive a free skill point in each chosen performance skill. At 3rd level you receive a +2 competence bonus to each performance skill in which you have not spent skill points and a +4 competence bonus to each performance skill in which you have spent skill points.

Chronicler domains

At 1st level a Chroniclers of Aanaatoth specialises in one of the following domains, at 3rd level they receive access to the minor benefits from a second domain, the domains and types are listed in the table bellow. You may not select the same domain multiple times.

When selecting weave master, acolyte of Aanaatoth of weapon master as a major domain you only gain the features marked as major, selecting them as minor domains at 3rd level grants you the features marked as minor only.

Domain Type Description
Weave master Major Your knowledge focuses on the mystery of the weave and arcane magic (you can not take weave tinkerer as your minor domain)
Acolyte of Aanaatoth Major Your knowledge is tied to the pantheon of Gadriel (You can not take Devotee of Aanaatoth as your minor domain)
Weapon master Major Combing arcane arts with martial studies has allowed you to master wielding heavy weapons via telekinetic manoeuvres (can not choose Weapon initiate as your minor domain)
Lore master Minor You've spent most of your life reading books and listening to tales, these sources have revealed secrets which few know.
Shadow master Minor Shadows hide many secrets, as a master of shadows you have learnt to manipulate the darkness in order to illuminate knowledge
Master performer Minor You have learnt to weave illusions, dance and performance into your fighting styles to confuse and misdirect your enemies.
Weave tinkerer Minor
Devotee of Aanaatoth Minor
Weapon initiate Minor

Acolyte of Aanaatoth (Major chronicler domain)

Extra cantrips (1st level): You learn stabilise, virtue, Guidance, Purify food and drink and create water as bonus cantrips, these cantrips do not count towards your total number of spells known per day.

Extended spell list (1st level): You learn bonus spells taken form the cleric and druid lists. Cleric/Druid spells whish use wisdom as their primary casting ability are changed to intelligence to determine DC, damage and other effects which previously relied on wisdom.

Extra spell memorisation: You can also memorise 1 extra spell per day per level (up to level 13), these spells must be drawn from the Acolyte of Aanaatoth bonus spells.

x (2nd level):

Radiant weave blast (3rd level): 3 times per day you can change your weave blast into a ray of positive energy which deals 1d8 per 2 caster levels after delivering a successful touch attack (up to a maximum of 10d8 damage). You can choose to heal someone with this attack, or skip the attack roll by laying your hands on a willing target.

x (8th level): TODO

Divine intervention (10th level): Agents of the gods watch over you and will prevent you from dying. You automatically return to 0 HP and receive the benefits of a cure moderate wounds spell (caster level 10) when any effect would reduce to 0 or lower HP, you can not benefit from this effect again until after a long rest. If the damage you took would have instantly killed you (reduced to minus your total HP) or was an instant kill effect then you must make a fortitude save DC 15 (todo DC check), if you fail you still die.

Spell like abilities (13th level): Once you reach level 13 in Chronicler of Aanaatoth you can choose one ability (so long as you meet the requirements) from the Acolyte of Aanaatoth ability's list, you can cast the chosen spell once per day as a spell like ability. You may choose a new ability each level past 13th, if you choose the same spell again, then you gain an extra use the selected ability per day.

x (15th level): TODO

Chosen of the gods (20th level): (20th Acolyte of Aanaatoth major domain feature): At level 20 your connection to the divine transforms you into a celestial being, your type becomes celestial but you can still be resurrected / returned to life through divine spells/wish. You can DR 10/-, spell resistance equal to your Chronicler of Aanaatoth level and resistance 15 to fire, acid, cold and lightning.

1st level acolyte of Aanaatoth expended spell list
Spell name Description
Bane Enemies take –1 on attack rolls and saves against fear.
Bless Allies gain +1 on attack rolls and saves against fear.
Bless Water Makes holy water
Detect Demon Reveals demons within 60 ft.
Detect Undead Reveals undead within 60 ft.
Magic Weapon Weapon gains a +1 enchantment bonus
Hedging weapons Floating weapons protect you and make ranged attacks.
Remove fear Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove sickness Suppress disease, nausea, and the sickened condition.
2nd level acolyte of Aanaatoth expended spell list
Spell name Description
Aid +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align weapon Weapon becomes good, evil, lawful, or chaotic.
Ancestral communion You contact your ancestors to bolster your own knowledge.
Angelic Aspect, Lesser You gain low-light vision, acid and cold resistance 5, and protection from evil.
Augury Learns whether an action will be good or bad.
Consecrate Fills area with positive energy, weakening undead.
Cure moderate wounds Cures 2d8 damage + 1/level (max +10).
Delay poison Stops poison from harming target for 1 hour/level.
Hold person Paralyzes one humanoid for 1 round/level.
Remove paralysis Frees creatures from paralysis or slow effect.
Restoration, lesser Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter Sonic vibration damages objects or crystalline creatures.
Silence Negates sound in 20-ft. radius.
Sounds burst Deals 1d8 sonic damage to subjects; may stun them.
Zone of truth Subjects within range cannot lie.
3rd level acolyte of Aanaatoth expended spell list
Spell name Description
Align weapon, communal As align weapon, but you can divide the duration among weapons touched.
Aura sight Alignment auras become visible to you.
Bestow curse –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bestow insight Target gain insight bonus on skill checks and is considered trained in that skill.
Blindness/deafness Makes subject blinded or deafened.
Create food and water Feeds three humans (or one horse)/level.
Cure serious wounds Cures 3d8 damage + 1/level (max +15).
Daylight 60-ft. radius of bright light.
Delay poison, communal As delay poison, but you may divide the duration among creatures touched.
Disrupt silence Disrupt all silence effects in an area.
Glyph of warding Inscription harms those who pass it.
Magic circle against chaos, law, evil, good As protection spells, but 10-ft. radius and 10 min./level.
Meld into stone You and your gear merge with stone.
Obscure object Masks object against scrying.
Protection from energy Absorb 12 points/level of damage from one kind of energy.
Remove blindness/deafness Cures normal or magical blindness or deafness.
Remove curse Frees object or person from curse.
Remove disease Cures all diseases affecting subject.
Resist energy, communal As resist energy, but you may divide the duration among creatures touched.
See beyond You attune your mind and your sight to the hidden world of spirits.
Water breathing Subjects can breathe underwater.
Water walk Subject treads on water as if solid.
Wind wall Deflects arrows, smaller creatures, and gases.
4th level acolyte of Aanaatoth expended spell list
Spell name Description
Absolution Removes enchantments and forgives actions taken under their effects.
Air walk Subject treads on air as if solid (climb or descend at 45-degree angle).
Blessing of Fervor Gives allies a choice of benefits.
Cure critical wounds Cures 4d8 damage + 1/level (max +20).
Death ward Grants bonuses against death spells and negative energy.
Discern lies Reveals deliberate falsehoods.
Dismissal Forces a creature to return to native plane.
Divination Provides useful advice for specific proposed actions.
Divine power You gain attack bonuses and 1 hp/level.
Freedom of movement Subject moves normally despite impediments to movement.
Glimpse of truth Gain true seeing for 1 round.
Neutralise poison Immunizes subject against poison, detoxifies venom in or on subject.
Planar adaptation Resist harmful effects of other plane.
Planar ally, lesser Exchange services with a 6 HD extraplanar creature.
Protection from energy, communal As protection from energy, but you may divide the duration among creatures touched.
Sending Delivers short message anywhere, instantly.
Symbol of revelation Triggered symbol reveals illusions.
Symbol of slowing Triggered rune slows creatures.
Tongues Speak and understand any language.
Water walk, communal As water walk, but you may divide the duration among creatures touched.
5th level acolyte of Aanaatoth expended spell list
Spell name Description
Air walk, communal As air walk, but you may divide the duration among creatures touched.
Ancestral memory Gain insight into current situation.
Astral projection, lesser Limited astral travel.
Break enchantment Frees subjects from enchantments, transmutations, and curses.
Breath of life Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Cleanse Cures 4d8 damage +1/level (max +25) and also removes several afflictions.
Command, greater As command, but affects one subject/level.
Commune Deity answers one yes-or-no question/level.
Cure light wounds, mass Cures 1d8 damage + 1/level, affects 1 subject/level.
Flamestrike Smites foes with divine fire (1d6/level damage).
Hallow Designates location as holy.
Locate gate Find a nearby magical portal.
Planeshift As many as 8 subjects travel to another plane.
Raise dead Restores life to subject who died as long as one day/level ago.
Righteous might Your size increases, and you gain bonuses in combat.
Scrying Spies on subject from a distance.
Symbol of scrying Triggered rune activates scrying sensor.
Tongues, communal As tongues, but you may divide the duration among creatures touched.
True seeing Lets you see all things as they really are.
Unhallow Designates location as unholy.
6th level acolyte of Aanaatoth expended spell list
Spell name Description
Antilife shell 10-ft.-radius field hedges out living creatures.
Banishment Banishes 2 HD/level of extraplanar creatures.
Chains of light Target is held immobile by glowing golden chains composed of pure light.
Cure moderate wounds, mass Cures 2d8 damage + 1/level, affects 1 subject/level.
Dispel magic, greater As dispel magic, but with multiple targets.
Geas/Quest As lesser geas, but affects any creature.
Glyph of warding, greater As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm Deals 10 points/level damage to target.
Heal Cures 10 points/level damage, all diseases and mental conditions.
Hereos feast Food for one creature/level cures and grants combat bonuses.
Planar adaptation, mass As planar adaptation, but affects multiple creatures.
Planar ally As lesser planar ally, but up to 12 HD.
Symbol of sealing Creates triggered wall of force.
Wind walk You and your allies turn vaporous and travel fast.
Word of recall Teleports you back to designated place.
Acolyte of Aanaatoth spell like abilities
Spell Description Requirements
Holy word Kills, paralyzes, blinds, or deafens nongood subjects. 13th level
Regenerate Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). 13th level
Repulsion Creatures can’t approach you. 13th level
Form of the exotic dragon 1 You become a Medium imperial or primal dragon 13th level
Sunbeam Beam blinds and deals 4d6 damage. 13th level
Wind walk You and your allies turn vaporous and travel fast. 13th level
Antimagic field Negates magic within 10 ft. 15th level
Cure Critical Wounds, Mass Cures 4d8 damage + 1/level for many creatures. 15th level
Master of storms Once per day you can cast either Firestorm, Storm bolts, Earthquake or Storm of vengeance (starting at level 17) as a spell like ability. 15th level
Fey form IV Assume the form of a powerful fey creature. 15th level
Form of the exotic dragon II As form of the exotic dragon I, except it also allows you to assume the form of a Large imperial or primal dragon. 15th level
Reverse Gravity Objects and creatures fall upward. 15th level
Word of recall Teleports you back to designated place. 15th level
Astral projection Projects you and others onto Astral Plane 17th level
Gate Connects two planes for travel or summoning. 17th level
Heal, mass As heal, but affects 1 subject/level. 17th level
Implosion Inflict 10 damage/level to one creature/round. 17th level
Summon monster IX Summons extraplanar creature to fight for you. 17th level
Clashing rocks 20d6 damage to target creature. 17th level

Weave master (Major chronicler domain)

Extra cantrips (1st level): Resistance, Spark, Read magic, Daze, Light, Flare, Dancing lights.

Expanded spell list (1st level): Weave masters receive an extended list of spells taken from the wizard/sorcerer lists, when selecting new spells at each new Chronicler of Aanaatoth level you may pick spells from either the standard Chronicler spell like or the weave master extended spell list(s).

Empowered weave blast (1st level): At specified levels you can manipulate the weave to alter your weave blast in various ways. You can augment weave blasts by spending extra spell points above the base casting cost (details on each augment are located in the "[Augment: x]" section of each spell, the total spell point cost (including initial casting cost) can never exceed your total caster level. Each weave blast variant has a spell level listed, your weave blasts work as per the listed spell level for resistances, spell turning, immunities etc.

Example: Imoen is a 5th level Chronicler of Aanaatoth, they cast Weave blast spending 1 spell point and deal 1d6 damage, next turn they cast weave blast again spending 5 spell points and deals 5d6 damage.

Example 2: Imoen gets to 10th level and acquires Quicken spell for free. They cast Shape weave blast (fireball) the total cost is 4 spell points (quicken spell) + 5 spell points (3rd level spell) making it a total of 9 spell points, as they are 10th level Iomen could use an extra spell point to add an extra 1d6 damage.

* Weave blast (ray, 1st level spell): By spending 1 spell point your weave blast becomes a ray attack which deals 1d6 damage. [Costs: 1 spell point to cast]

Casting time: 1 standard action; Range: close; Save: none; Spell resistance: Yes;

[Augment: +1D6 bonus damage per extra spell point spent, up to an extra 4d6 damage at level 5]

* Weave blast (ray, 2nd level spell): By spending 3 spell points your weave blast becomes a ray attack which deals 4d6 damage (This attack is treated as a second level spell) [Costs: 3 spell points to cast].

  • At 7th level you can spend 5 spell points to fire two beams each doing 4d6 damage, beams can target different targets but each beam does require a separate hit roll.
  • At 11th level you can spend 7 spell points to fire 4 rays each dealing 4d6,beans can target different targets but each beam does require a separate hit roll.

Casting time: 1 standard action; Range: close; Save: None; Spell resistance: yes;

* Shape weave blast (3rd level spell): By spending 5 spell points you alter your weave blast into either a line (100-ft long, 5-ft wide) or ball (20-ft radius) of elemental (must match your current weave focus) which deals 5d6 damage, targets caught within the blast get a reflex save for half damage.

Casting time: 1 standard action; Range: varies; Save: Reflex (half); Spell resistance: yes;

[Augment: +1D6 bonus damage per extra spell point spent, to a maximum of +5d6 bonus damage at level 10.]

* Weave wall (4th level spell): By spending 7 spell points you alter your weave blast to create a wall of elemental force (based on your current weave focus), this functions as per the wizard wall of fire (for fire, acid and lightning) or wall of ice (for cold attunement).

* Weave cone (5th level spell): You alter your weave blast into a 60-ft cone which deals 9d6 elemental damage (based on your current weave focus). Targets caught within the cone get a reflex save for half damage and your weave blast is treated as a 5th level spell [costs: 9 spell points].

Casting time: 1 standard action; Range: 0ft; Area: 60-ft cone; Save: Reflex (half); Spell resistance: yes;

[Augment: Add an extra D6 damage per extra spell point spent, up to a maximum of +6D6 at 6 extra spell points]

* Weave disintegration (ray, 6th level spell): By spending 11 spell points your weave blast is transformed into a ray which functions as per the disintegrate spell.

* Weave ray (ray, 7th level spell): By spending 13 spell points your weave blast becomes an elemental ray which deals 13d6 damage, this attack is treated as a 7th level spell [costs: 13 spell points to cast].

Casting time: 1 standard action; Range: medium; Save: none; Spell resistance: yes;

[Augment: Add an extra D6 damage per extra spell point spent, up to a maximum of +7D6 bonus damage at level 20].

* Weave blast (line, 8th level spell): By spending 15 spell points your weave blast becomes a line of elemental force 60-ft long and 10-ft wide which deals 15d6 damage to all targets caught in the line (reflex save for half damage).

Casting time: 1 standard action; Range: 0-ft; Area: 60-ft line which is 10-ft wide; Save: reflex (half); Spell resistance: yes;

[Augment: Add an extra 1D6 damage per extra spell point spent up to a maximum of +5d6 bonus damage at level 20]

* Krdriels elemental ray (ray, 9th level spell): By spending 17 spell points your weave blast becomes a ray which deals 5d6 force damage plus 17d6 elemental damage.

By spending 17 spell points +1 extra spell point per die you can change the damage to 5d6 +xd6 (up to a maximum of +25d6) where x is the number of extra spell points you spend).

Casting time: 1 action; Range: Long; Save: none; Spell resistance: yes;

[Augment: Extra 1D6 damage per extra PP spent up to a maximum of +8d6 bonus damage at level 25]

Improved weave focus (3rd level): While dealing spell damage of your currently attuned type, you deal bonus damage equal to half your Chronicler of Aanaatoth level (rounded down, minimum 1).

Extra spell memorisation (5th level): Starting at level 5 you can memorise an extra spell per day, each level after 5th you can memorise an additional spell per day. These spells can be drawn from the Chronicler spell list or the Weave master extended spell list.

Quicken spell (10th level): You may cast a spell as a swift action once per turn by spending powerpoints equal to the spells level plus 2 (so a quickened first level spell will cost 9 spell points). You can not spend more spell points on a single spell higher than the highest spell level you know. You can also quicken your weave blast empowerments, for example if you tried to quicken a 3rd level weave blast (ray) it would cost 11 spell points.

Enhanced spell points (13th level): Your total number of spell points per day increases by 11 every time you gain a new level in Chronicler of Aanaatoth (todo balance the spell point numbers).

Spell like abilities (13th level): Starting at level 13 you can learn 1 spell like ability from the Weave master abilities list, each ability is useable once per day. Each Chronicler of Aanaatoth level after 13 you can pick a new ability or choose the same ability to gain more uses.

Improved quicken spell (15th level): The spell point cost to quicken a spell is reduced to 3 spell levels higher than the spell to cast.

Heart of the weave (20th level): At 20th level you learn secrets of the weave known only to the gods themselves. You can perform a ritual which takes 8 hours to complete and consumes gems worth 5,000 gold pieces. After you complete this ritual your soul merges with the weave protecting you from death, level drain, ability drain, poison, disease and similar effects. If you die while your soul is stored you will be resurrected with a new body within 1d4 days, your new body can appear anywhere within 1 mile of the site at which you enacted the ritual.

1st level weave master extended spell list
Spell name Description
Chill touch One touch/level deals 1d6 damage and possibly 1 Str damage.
Summon Monster I Summons extraplanar creature to fight for you.
Enlarge person
Reduce person
2nd level weave master extended spell list
Spell name Description
3rd level weave master extended spell list
Spell name Description
Fly Subject flies at speed of 60 ft.
Sheet lightning Deal electricity damage and daze creatures in a 20-foot spread.
Summon Monster III Summons extraplanar creature to fight for you.
Invisibility Sphere Makes everyone within 10 ft. invisible.
Animate Dead, Lesser Create one skeleton or zombie
Vampiric touch Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
4th level weave master extended spell list
Spell name Description
5th level weave master extended spell list
Spell name Description
6th level weave master extended spell list
Spell name Description
Flesh to stone Turns subject creature into statue.
Antimagic field Negates magic within 10 ft.
Weave master spell like abilities list
Spell Description Requirements
Master of disjunction Once per day you can cast Spell turning as a spell like ability.
  • At 17th level you can add Spellbane and Mages Disjunction as options (these use up your daily use of Spell turning)
13th level
Teleportation master You can either use the teleportation (greater) spell or the planeshift spell as a spell like ability, at level 17 you can add Teleportation circle. 13th level
Hold person, mass As hold person, but all within 30 ft. 13th level
Delayed blast fireball 1d6/level fire damage; you can postpone blast for up to 5 rounds. 13th level
Force master Use can use the Forcecage or Forcewall spell as a spell like ability once per day 13th level
Limited wish Alters reality (within limits). 13th level
Project Image Illusory double can talk and cast spells. 13th level
Master of death You can cast finger of death or disintegrate once per day as a spell like ability. At level 19 you can add Energy drain and wail of the banish (these use up the same uses per day as your finger of death/disintegrate). 13th level
Master of the Fey You can cast Fey Form III once per day as a spell like ability, at level 17 this is replaced by Fey Form IV. 13th level
Draconic master You can cast form of the dragon II or form of the exotic dragon II as a spell like ability once per day.
  • At 15th level you can use this ability transforms in form of the dragon III and form of the exotic dragon III
13th level
Reverse gravity Objects and creatures fall upward. 13th level
Etheral Jaunt You become ethereal for 1 round/level. 13th level
Incendiary cloud Cloud deals 6d6 fire damage/round. 15th level
Master of the planes Once per day you can cast Planar binding (greater), Create demiplane or Planeshift as a spell like ability, at level 17 you can add Create demiplane (greater), Freedom and Imprisonment. 15th level
Power word stun Stuns creature with 150 hp or less. 15th level
Stormbolts 1d8 damage/level (max 20d8) to targets. 15th level
Telekinetic master Once per day you can cast telekinetic sphere, telekinesis or telekinetic combat maneuvour as a spell likeability once per day. 15th level
Horrid wilting Deals 1d6/level damage within 30 ft. 15th level
Prismatic master You can cast either prismatic spray or prismatic sphere once per day as a spell like ability, At level 17 you can also add prismatic sphere. 15th level
Maze Traps subject in extradimensional maze. 15th level
Crushing hand Large hand provides cover, pushes, or crushes your foes. 17th level
Gate Connects two planes for travel or summoning. 17th level
Meteor swarm Four exploding spheres each deal 6d6 fire damage. 17th level
Astral projection Projects you and companions onto Astral Plane. 17th level
Timestop You act freely for 1d4+1 rounds. 17th level
Wish As limited wish, but with fewer limits. 17th level

Weapon master (Major chronicler domain)

Some chroniclers of Aanaatoth master the use of weapons to achieve their goals of securing knowledge and protecting those from people who misuse dangerous knowledge. AS such you have learnt to manipulate weapons by using your mage hand spell. You gain the base attack bonus (BAB) of a paladin and can use this new BAB to quality for feats, extra attacks and similar benefits.

Expanded proficiencies (1st level): You gain proficiency in all light and martial weapons along with proficiency in small shields and bucklers. Wielding a light shield or buckler does not impose any arcane spell casting failure.

Telekinetic weapons (1st level): Weapon masters can use mage hand to wield a single melee weapon with a reach of up to 5-ft or to use ranged weapons. While wielding a weapon in this manor you use your intelligence bonus to determine your to hit and damage bonus.

As a swift action you may expend a spell slot of increase your weapons reach by 5-ft for rounds (your reach becomes 10-ft and you are classified as treating squares according to your new reach) equal to 1 + the level of the spell slot sacrificed.

At the start of the day you must meditate for 10 minutes and spend power points equal to the highest spell slot you can cast in order to gain any benefits from the telekinetic weapons feature.

  • You can dual wield while using telekinetic weapons.
  • Stowing or drawing a weapon using mage hand remains a standard action.
  • While wielding a telekinetic weapon you and your eyes glow with a faint blue aura which sheds dim light within a 5ft radius and grants you a -5 penalty to stealth checks until you sheath your weapon(s). You can supress this illumination for 1 minute per caster level by spending 1 spell point.

At 5th level you gain a weapon focus feat after you finish meditating, until your next long rest.

At 7th level you gain the improved critical feat for the weapon(s) appropriate to your weapon focus feat after meditating until your next long rest.

Extended spell book (1st level): You gain the following bonus spells added to your spell book at the appropriate level.

Jolt (cantrip), Shocking touch (1st level), Chill touch (1st level), Elemental touch (2nd level, the element used must match your current weave focus), Vampiric touch (3rd level), Touch of slime (4th level).

Arcane fortitude (1st level): By harnessing energy from the weave you can bolster your physical prowess.

  • Arcane armour (1st level): Arcane armour: You can cast mage armour on yourself for 1 spell points, the spells duration changes to until your next long rest and gains a +4 bonus to dispel checks. At 5th level the armour bonus increase to +6.
  • Arcane health (1st level): You gain 2 + 1 per caster level (max +10) temporary hit points by spending 1 spell point (you can spend 2 spell points to use this as a reaction. Temporary hit points do not stack).
  • Enhance saves(2nd level): You gain a +2 bonus on fortitude or reflex (pick one) saves for 1 minute per caster level, costs 2 power points to cast as a standard action or 4 to cast as a reaction. The bonus increase to +4 at 5th level.
  • Arcane shield (3rd level): Gain damage reduction 2/- by spending 1 spell point, this lasts for 2 round per caster level. At level 5 the damage reduction increases to 4, 10th level 6, 15th level 8 and damage reduction10 at level 20. If you spend 5 extra spell points then you can activate this as a swift or reaction.

Resilient body (2nd level): You gain 3 bonus HP's along with 1 extra HP every time you gain another level in Chronicler of Aanaatoth.

Weave strikes (3rd level): Once per day plus 1 time per 2 caster levels above 3rd you can channel arcane energy through your melee or ranged weapon attacks. You sacrifice spell points and deal damage equal to 1d6 per 3 caster levels +Xd6 (where x is the spell level you spent) of your currently attuned damage type (see weave focus) (damage is reduced to d4's if you are attuned to force damage).

Example: Imoen is a 10th level Weapon master, they hit a target using a great sword with an intelligence of 18 and unleash a fire weave strike spending 5 spell points. The total damage would be 2d6 + 4 (great sword + intelligence modifier) + 8d6 (a base of 3 dice (from 1 dice per 3 caster levels, levels 3, 6 and 9) and another +5 dice from spending 5 spell points) fire damage, dealing an average of 39 damage.

  • Fire attunement (Weave blast effect): No change.
  • Cold attunment (Weave blast effect): -1 damage per die and targets movement is slowed by 10-ft after being hit by cold weave blast for 1 round per caster level.
  • Lightning attunment (Weave blast effect): -1 damage per die, but metal weapons have a +2 circumstance bonus to strike the target for 2 rounds after being hot by lightning weave blast.
  • Acid attunement (Wave blast effect): -1 damage per die and the target suffers 1d4 acid damage for 1 round per 2 spell points used.
  • Force attunement (Weave blast effect): can hit ghosts and ethereal targets for full weapon damage regardless of enchantments and your weapon ignores half cover.

At 5th level you can also delivery touch spells through a weapon you are wielding via telekinetic weapons as part of a standard action. As part of casting your touch spell you also make a melee/ranged attack, if you hit your touch spell is discharged doing your regular weapon damage along side the touch spell effect. If you miss then the touch spell is held in your weapon for 1 round per 2 caster levels or until you strike a target. Note: you can not unleash a weave strike at the same time you deliver a touch spell.

Bonus feat(s): At levels 5, 10, 15 and 20 you may choose a bonus feat from the fighter list.

Defensive telekinetic weapons (6th level): You may set your weapons into a defensive posture during rounds in which you cast a spell, granting you a +2 shield bonus to AC until the start of your next turn (this bonus increases to +4 at level 5, +6 at level 10 and +8 at level 15). This bonus does not stack with any buckler/shield which you are currently wearing.

Whirlwind (7th level): You spin your telekinetic weapon around your body striking all enemies within 5-ft, make a standard melee attack using your highest base attack bonus (BAB) with a +2 circumstance bonus per 4 caster levels above 1st. each target you hit takes your regular weapon damage along with 1d6 psychic damage.

Agility (10th level): You move with the grace and speed of water allowing you to dodge attacks with preternatural speed, gain the evasion class feature (see rogues), if you already have evasion you gain improved evasion (todo: rename).

Phantasmal weapon (13th level): Your skills with weapons, dance and illusions have advanced enough that you can summon an illusionary weapon (which matches a +1 enchanted version of the current weapon you are wielding). Every time you attack you can also direct the illusionary weapon to attack another target within 30-ft of you. This lasts for 4 rounds at level 13 and another 1 round per 3 caster levels above 13th.

Dagger storm (15th level): After making a successful melee attack at your highest base attack bonus (BAB) and spending 9 spell points you unleash a storm of daggers made from pure force which deals your initial weapon damage (0 if you missed with your initial attack) plus 10d6 damage in a line 30-ft long and 10-ft wide. All targets caught in the path must make a reflex save, a successful save reduce the damage in half. You may use this ability once per long rest at level 15, gaining an additional use per day at levels 17 and 19.

Blade master (20th level): TODO

Shadow master (minor chronicler domain)

  • Disguise self (3rd level feature): Once per day you may use disguise self as a spell like ability, you gain additional uses of disguise self at every odd level.
  • Trapfinding & making (3rd level feature): You gain proficiency in disarming, finding and making traps. Disable device becomes a class skill and you gain 1 free rank in disable device at level 3 along with 1 extra skill rank in disable device every 2 levels past 3rd.
  • Master of stealth (5th level feature): You gain a +4 inherent bonus to stealth checks, this bonus increases to +6 at 10th level, +10 at 15th level and +15 at 20th level.
  • Fade into shadow (7th level feature): You can attempt to stealth while being observed so long as you are in an area of shadow.
  • Shadow step (10th level feature): You can teleport between patches of shadow once per day (up to a range of 100-ft), you gain one extra use of this ability at levels 15 and 20.
  • Spell like abilities: at level 15 you can pick one ability from the minor shadow domain, you gain this ability as a spell like ability useable once per day.
Spell like abilities (Shadow domain, minor)
Name Description Requirements
Shadow Conjuration, Greater As shadow conjuration, but up to 6th level and 60% real. 13th level
Phase Door Creates an invisible passage through a barrier. 13th level
Plane shift As many as eight subjects travel to another plane. 13th level
Project Image Illusory double can talk and cast spells. 13th level
Ethereal Jaunt You become ethereal for 1 round/level. 13th level

Lore master (minor chronicler domain)

  • Identify (3rd level feature): You learn the identity spell as spell like ability, which is useable 3 times per day
  • Keeper of knowledge (3rd level feature): By spending 1 spell point and spending 1 minute in meditation you can re-try a failed knowledge check with a +4 bonus after petitioning the keepers of knowledge for guidance.
  • Master augur (5th level lore master feature): Three times per day you can cast Augury as a spell like ability
  • Master of knowledge (5th level lore master feature): Your studies into a myriad of subjects have given you knowledge which surpasses most people, you gain 10 free skill points to spent in your knowledge subjects, you an not spent more than 5 points in any one skill.
  • Master tactician (7th level lore master feature): Your study of combat allows you to predict an opponents attack, once per day you can force an opponent to re-roll all attacks (made with melee or ranged weapons, not spells) made against yourself in a single round.
  • x (10th level lore master feature):
  • x (15th level lore master feature):
  • Ubiquitous vision (20th level lore master feature): Years of studying divination has allowed you to see through illusions, deception and secrets to reveal the truth of existence. Three times per day you can cast true seeing as a spell like ability this can be invoked as a reaction or swift action with a duration of 1 hour. While this ability is active you also have greater darkvision which is capable of piercing all forms of magical darkness.

Master of performance (minor chronicler domain)

  • Subtle spells (3rd level): You have learnt to disguise verbal and somatic spell components into mundane actions/sounds. You make a bluff check opposed by a targets perception or spell craft, any target who fails to beat your bluff check does not notice your casting (targets will notice fireballs and similar effects after they have been cast of course! but spells like charm person or anything out of visual range wont be noticed). If you use 50% more spell points to cast the spell then you gain a +20 bonus to your bluff check.
  • Artistic mystic (3rd level): Your artistic flourishes while casting make it harder for people to identity spells which you are casting, a such the DC to identity spells you cast increase by 5.
  • Dance master (5th level): You gain a +4 competence bonus on any feint or steal combat maneuver, rising to +8 at 10th level and +12 at 15th level..
  • Mystic performance (5th level): You have learnt to entwine energy from the weave into your performances, creating preternatural works of art. By spending 1 spell point you gain a +10 enchantment bonus on a single performance check, anyone using detect magic of similar will notice the arcane nature of your performance.
    • At level 7 you can spend an extra spell point to hide the arcane aura from your performance, this will fool spells such as detect magic, but wont work against more powerful detection methods.
  • 1,000 faces of the knowledge seeker (8th level): You can cast disguise self at will, as a spell like ability, you also gain a +5 competence bonus to disguise checks while using disguise self to imitate a specific person.
  • Arcane maneuver (10th level): By spending 1 spell point you create minor illusions and distortions while making a combat maneuver, these distractions grant you a +4 circumstance bonus (with an extra +2 bonus per 4 caster levels above 10th) on a single combat maneuver (true sight and similar abilities nullify this bonus).
    • You can also spend 1 spell point as a reaction action to create a minor illusion over yourself which grants you a +4 bonus (with an extra +2 bonus per 4 caster levels above 10th) to your combat maneuver defence against a single maneuver (true sight and similar abilities nullify this bonus).
  • Veil (15th level): You may cast the 6th level spell Veil as a spell like ability, after casting veil you must take a long rest before you can use this ability again.

Weaver tinkerer (minor domain)

Bonus cantrips (3rd level): At 3rd level the following cantrips are automatically added to your spellbook Resistance, Spark, Read magic, Daze, Light, Flare, Dancing lights.

Expanded spell list (3rd level): Weave masters receive an extended list of spells taken from the wizard/sorcerer lists, when selecting new spells at each new Chronicler of Aanaatoth level you may pick spells from either the standard Chronicler spell like or the weave master extended spell list(s).

Empowered weave blast (5th level): At specified levels you can manipulate the weave to alter your weave blast in various ways.

  • Weave blast (ray, 1st level): By spending 1 spell points your weave blast becomes a ray attack which deals 1d6 damage per caster level (max 5d6). (This spell is classed as a 1st level spell).
  • Weave blast (ray, 3rd level): By spending 3 spell points your weave blast becomes a ray attack which deals 4d6 damage + 4d6 per 4 levels past 3rd. (This spell is treated as a 2nd level spell).

Empowered weave blast, extended options (10th level): You may add shape weave blast to your list of actions available for empowered weave blast.

Shape weave blast (5th level major domain feature, 10th level minor domain feature): By spending 5 spell points you alter your weave blast into either a line (100-ft long, 5-ft wide) or ball (20-ft radius) of elemental (must match your current weave focus) which deals 1d6 points of damage per Chronicler of Aanaatoth level, targets caught within the blast get a reflex save for half damage and your weave blast is treated as a 3rd level spell. At 10th level you can spend an extra 1 spell point per target who you wish to protect from your spell.

Spell like ability (15th level): You can pick one ability from the weave master spell like ability list to learn, this ability becomes useable once per long rest (you must meet the level and any other requirements listed for the spell like ability).

Weapon initiate (minor domain)

Extended proficiencies (3rd level domain feature): You gain proficiency in all simple and martial weapons along with bucklers (wearing a buckler does not cause any spell failure).

Telekinetic weapons (3rd level domain feature): You can wield weapons using a modified version of mage hand, you use your intelligence modifier in place of your strength/dexterity for both to hit bonus and damage bonus.

At the start of the day you must meditate for 10 minutes and spend power points equal to the highest spell slot you can cast in order to gain any benefits from the telekinetic weapons feature.

  • You are not able to dual wield when using telekinetic weapons.
  • Stowing or drawing a weapon using mage hand remains a standard action.
  • While your telekinetic weapons are drawn you and your eyes glow with a faint blue aura which sheds dim light within a 5ft radius and grants you a -5 penalty to stealth checks until you sheath your weapon. You can mute this light for 1 minute per level by spending 1 spell point as a swift action.

At 7th level you gain the ability to deal touch attacks through your telekinetic weapon as part of a standard attack.

At 10th level after meditating you gain the weapon focus feat for one weapon type of your choosing until your next rest.

Arcane fortitude (5th level): You gain the ability to case a few supernatural abilities by spending spell points.

  • Arcane armour (5th level): By spending 1 spell point you can cast mage armour on yourself with a duration of 8 hours, at 10th level the armour bonus from mage armour increase to +6.
  • Arcane shield (15th level): By spending x spell points gain DR x until the start of your next turn (use as a swift or reaction action).

Weave strike (10th level): Once per day plus 1 time per 2 caster levels above 10th you can channel arcane energy through your melee or ranged weapon attacks. You sacrifice spell points and deal damage equal to 1d6 per 3 caster levels + Xd6 (where x is the spell level you spent) of your currently attuned damage type (see weave focus) (damage is reduced to d4's if you are attuned to force damage).

  • Fire attunement (Weave strike effect): +1 damage per die/dice
  • Cold attunment (Weave strike effect): -1 damage per die/dice and targets movement is slowed by 10-ft after being hit by cold weave blast for 1 round per caster level.
  • Lightning attunment (Weave strike effect): -1 damage per die/dice, but metal weapons have a +2 circumstance bonus to strike the target for 2 rounds after being hot by lightning weave blast.
  • Acid attunement (Weave strike effect): -1 damage per die/dice and the target suffers 1d4 acid damage for 1 round per spell level used.
  • Force attunement (Weave strike effect): can hit ghosts and ethereal targets for full weapon damage regardless of enchantments and your weapon ignores half cover.

x (15th level domain feature): TODO

Devotee of Aanaatoth

Bonus cantrips (3rdlevel): you gain the same bonus cantrips as the Acolyte of Aanaatoth major domain.

Extended spell list (3rd level): When memorising spells you can pick spells from the Acolyte of Aanaatoth extended spell list, up till 4th level spells.

X (5th level domain feature)

x (10th level domain feature)

x (15th level domain feature)

Chroniclers of Aanaatoth spell list

1st Level

  • Alarm
  • Endure elements
  • Sleep
  • Mage armour
  • Shield
  • Protection from evil/chaos/law/good
  • Mount
  • Obsuring Mist
  • Snowball
  • Unseen servant
  • Comprehend languages
  • Detect secret doors
  • Mindlink
  • See alignment
  • Charm person
  • Hypnotism
  • Sleep
  • Floating disk
  • Color spray
  • Dazzling blade
  • Disguise self
  • Magic aura
  • Silent image
  • Vanish
  • Animate rope
  • Enlarge/reduce person
  • Erase
  • Expeditious retreat
  • Feather fall
  • Jump
  • Command

2nd Level

  • Arcane lock
  • Book ward
  • Endure elements, communal
  • Obscure object
  • Protection from arrows
  • Protection from chaos, law, good, evil (communal)
  • Resist energy
  • Glitterdust
  • Mount, communal
  • Detect magic, Greater
  • Locate object
  • Share memory
  • See invisibility
  • Daze monster
  • Continual flame
  • Darkness
  • Flaming sphere
  • Gust of wind
  • Invisibility
  • Minor image
  • Mirror image
  • Misdirection
  • Blindness/deafness
  • Air step,
  • Alter self
  • Darkvision
  • Knock
  • Levitate
  • Spider climb
  • Ancestral communion (cleric)
  • Grace (cleric)
  • Make while (cleric)
  • Restoration, lesser (cleric)
  • Spiritual weapon (cleric)
  • Zone of truth (cleric)

3rd Level

  • Dispel magic
  • Explosive runes
  • Magic circle against law/chaos/evil/good
  • Nondetection
  • Protection from arrows, communal
  • Protection from energy

4th Level

Spell Description
Dimensional anchor Bars extradimensional movement.
Globe of invulnerability, lesser Stops 1st- through 3rd-level spell effects.
Nondetection, communal As nondetection, but you may divide the duration among creatures touched.
Protection from energy, communal As protection from energy, but you may divide the duration among creatures touched.
Stoneskin Grants DR 10/adamantine.
Dimension door Teleports you a short distance.
Minor creation Creates one cloth or wood object.
Phantom steed, communal As phantom steed, but you may divide the duration among creatures touched.
Arcane eye Invisible floating eye moves 30 ft./round.
Detect scrying Alerts you to magical eavesdropping.
Locate creature Indicates direction to familiar creature.
Scrying Spies on subject from a distance.
Charm monster Makes monster believe it is your ally.
Confusion Subjects behave oddly for 1 round/level.
Complex Hallucination Create a phantasm with effects for all senses.
Hallucinary terrain Makes one type of terrain appear like another (field as forest, or the like).
Illusory wall Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, greater As invisibility, but subject can attack and stay invisible.
Rainbow pattern Lights fascinate 24 HD of creatures.

5th Level

Spell Description
Break enchantment Frees subjects from enchantments, transmutations, and curses.
Dismissal Forces a creature to return to its native plane.
Mage's private sanctum Prevents anyone from viewing or scrying an area for 24 hours.
Stoneskin, communal As stoneskin, but you may divide the duration among creatures touched.
Mage's faithful hound Phantom dog can guard a location and attack intruders.
Major creation As minor creation, plus stone and metal.
Planar binding, lesser Traps extraplanar creature of 6 HD or less until it performs a task
Summon monster V Summons extraplanar creature to fight for you.
Teleport Instantly transports you as far as 100 miles per level.
Wall of stone Creates a stone wall that can be shaped.
Telepathic bond Link lets allies communicate.
Charm person, mass As charm person, but affects multiple creatures within 30 ft.
Interposing hand Hand provides cover against 1 opponent.
Sending Delivers short message anywhere, instantly.
Mirage arcana As hallucinatory terrain, plus structures.
Persistent image As major image, but with no concentration required.
Seeming Changes appearance of 1 person per 2 levels.
Astral projection, lesser Limited astral travel.
Baleful polymorph Turns subject into harmless animal.
Fabricate Transforms raw materials into finished items.
Telekinesis Moves object, attacks creature, or hurls object or creature.
Permanency Makes certain spells permanent.

6th Level

Spell Description
Dispel magic, greater As dispel magic, but with multiple targets.
Globe of invulnerability As lesser globe of invulnerability, plus 4th-level spell effects.
Chains of light Target is held immobile by glowing golden chains composed of pure light.
Planar binding As lesser planar binding, but up to 12 HD.
Summon monster VI Summons extraplanar creature to fight for you.
Telepathy Communicate mentally with creatures within 100 ft.
Geas/Quest As lesser geas, but affects any creature.
Heroism, greater Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, mass As suggestion, affects 1 subject/level.
Mislead Turns you invisible and creates illusory double.
Permeant image Permanent illusion, includes sight, sound, smell, and thermal effects.
Programmed Image As major image, but triggered by event.
Eyebite Target becomes panicked, sickened, and comatose.
Beast shape IV You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Elemental body III Turns you into a Large elemental.
Fey form II Assume the form of a Tiny or Large fey creature.
Stone to flesh Restores petrified creature.
Transformation You gain combat bonuses.
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